func initGraphics() error { if err := gl.Init(); err != nil { return err } if err := glfw.Init(); err != nil { return err } glfw.WindowHint(glfw.Resizable, glfw.False) var err error window, err = glfw.CreateWindow(64*scaleRatio, 32*scaleRatio, "CHIP-8 Emulator", nil, nil) if err != nil { return err } window.MakeContextCurrent() gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 64, 32, 0, 0, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() clear() window.SwapBuffers() return nil }
func (ctx *DrawContext) drawHud(o *orrery.Orrery, frametime time.Duration) { txt, size, err := ctx.createHudTexture(o, frametime) if err != nil { log.Fatalf(`can't create texture from text surface: %s`, err) } defer gl.DeleteTextures(1, &txt) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() gl.Ortho(0.0, float64(ctx.width), float64(ctx.height), 0.0, -1.0, 1.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Clear(gl.DEPTH_BUFFER_BIT) gl.BindTexture(gl.TEXTURE_2D, txt) gl.Enable(gl.TEXTURE_2D) defer gl.Disable(gl.TEXTURE_2D) gl.Color3f(1, 1, 1) gl.Begin(gl.QUADS) gl.TexCoord2f(0, 0) gl.Vertex2f(0.0, 0.0) gl.TexCoord2f(1, 0) gl.Vertex2f(float32(size[0]), 0.0) gl.TexCoord2f(1, 1) gl.Vertex2f(float32(size[0]), float32(size[1])) gl.TexCoord2f(0, 1) gl.Vertex2f(0.0, float32(size[1])) gl.End() gl.PopMatrix() }
func drawScene(w *glfw.Window) { width, height := w.GetFramebufferSize() ratio := float32(width) / float32(height) var x1, x2, y1, y2 float32 if ratio > 1 { x1, x2, y1, y2 = -ratio, ratio, -1, 1 } else { x1, x2, y1, y2 = -1, 1, -1/ratio, 1/ratio } gl.Viewport(0, 0, int32(width), int32(height)) gl.Clear(gl.COLOR_BUFFER_BIT) // Applies subsequent matrix operations to the projection matrix stack gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() // replace the current matrix with the identity matrix gl.Ortho(float64(x1), float64(x2), float64(y1), float64(y2), 1, -1) // multiply the current matrix with an orthographic matrix // Applies subsequent matrix operations to the modelview matrix stack gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.LineWidth(1) gl.Begin(gl.LINE) // delimit the vertices of a primitive or a group of like primitives gl.Color3f(0, 0, 0) // set the current color gl.Vertex3f(0, y1, 0) gl.Vertex3f(0, y2, 0) gl.Vertex3f(x1, 0, 0) gl.Vertex3f(x2, 0, 0) gl.End() gl.Rotatef(float32(glfw.GetTime()*50), 0, 0, 1) // multiply the current matrix by a rotation matrix s := float32(.95) gl.Begin(gl.TRIANGLES) gl.Color3f(1, 0, 0) // set the current color gl.Vertex3f(0, s, 0) // specify a vertex gl.Color3f(0, 1, 0) gl.Vertex3f(s*.866, s*-0.5, 0) gl.Color3f(0, 0, 1) gl.Vertex3f(s*-.866, s*-0.5, 0) gl.End() gl.LineWidth(5) gl.Begin(gl.LINE_LOOP) for i := float64(0); i < 2*math.Pi; i += .05 { r, g, b := hsb2rgb(float32(i/(2*math.Pi)), 1, 1) gl.Color3f(r, g, b) gl.Vertex3f(s*float32(math.Sin(i)), s*float32(math.Cos(i)), 0) } gl.End() }
/* new window size or exposure */ func reshape(width int32, height int32) { h := float64(height) / float64(width) gl.Viewport(0, 0, width, height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1.0, 1.0, -h, h, 5.0, 600.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0.0, 0.0, -100) }
// onResize sets up a simple 2d ortho context based on the window size func onResize(window *glfw.Window, w, h int) { w, h = window.GetSize() // query window to get screen pixels width, height := window.GetFramebufferSize() gl.Viewport(0, 0, int32(width), int32(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(w), 0, float64(h), -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.ClearColor(1, 1, 1, 1) }
func main() { runtime.LockOSThread() if err := glfw.Init(); err != nil { panic(err) } defer glfw.Terminate() window, err := glfw.CreateWindow(800, 600, "fontstash example", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() glfw.SwapInterval(1) gl.Init() data, err := ioutil.ReadFile(filepath.Join("..", "ClearSans-Regular.ttf")) if err != nil { panic(err) } gl.Enable(gl.TEXTURE_2D) tmpBitmap := make([]byte, 512*512) cdata, err, _, tmpBitmap := truetype.BakeFontBitmap(data, 0, 32, tmpBitmap, 512, 512, 32, 96) var ftex uint32 gl.GenTextures(1, &ftex) gl.BindTexture(gl.TEXTURE_2D, ftex) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 512, 512, 0, gl.ALPHA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tmpBitmap[0])) gl.ClearColor(0.3, 0.3, 0.32, 1.) for !window.ShouldClose() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 800, 600, 0, 0, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Disable(gl.DEPTH_TEST) gl.Color4ub(255, 255, 255, 255) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) my_print(100, 100, "The quick brown fox jumps over the fence", ftex, cdata) window.SwapBuffers() glfw.PollEvents() } }
func setupScene(width int, height int) { gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) gl.ClearColor(0.5, 0.5, 0.5, 0.0) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(width), 0, float64(height), -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() }
func drawSpinner(spinner int) { gl.LoadIdentity() gl.Translatef(30.5, 30.5, 0) gl.Rotatef(float32(spinner), 0, 0, 1) gl.Color3d(0, 0, 0) gl.Rectd(-0.5, -10.5, 0.5, 10.5) }
func drawSlide() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0, 0, -3.0) gl.Begin(gl.QUADS) //top left gl.TexCoord2f(0, 0) gl.Vertex3f(-1, 1, 0) //top right gl.TexCoord2f(1, 0) gl.Vertex3f(1, 1, 0) //bottom right gl.TexCoord2f(1, 1) gl.Vertex3f(1, -1, 0) //bottom left gl.TexCoord2f(0, 1) gl.Vertex3f(-1, -1, 0) gl.End() }
func setupScene() { gl.ClearColor(0, 0, 0, 0) if texDel { gl.DeleteTextures(1, tex1) } tex1 = newTexture(*slides[selCell].getImage(monWidth, monHeight)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(-1, 1, -1, 1, 1.0, 10.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() texDel = true }
// OpenGL draw function func draw() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.LoadIdentity() gl.Begin(gl.LINES) gl.Color3f(.2, .2, .2) for i := range staticLines { x := staticLines[i].GetAsSegment().A.X y := staticLines[i].GetAsSegment().A.Y gl.Vertex3f(float32(x), float32(y), 0) x = staticLines[i].GetAsSegment().B.X y = staticLines[i].GetAsSegment().B.Y gl.Vertex3f(float32(x), float32(y), 0) } gl.End() gl.Color4f(.3, .3, 1, .8) // draw balls for _, ball := range balls { gl.PushMatrix() pos := ball.Body.Position() rot := ball.Body.Angle() * chipmunk.DegreeConst gl.Translatef(float32(pos.X), float32(pos.Y), 0.0) gl.Rotatef(float32(rot), 0, 0, 1) drawCircle(float64(ballRadius), 60) gl.PopMatrix() } }
func (cam *camera) recalcOrthoBorders() { const totalW = gameW + leftBorder + rightBorder const totalH = gameH + topBorder + bottomBorder const totalRatio = float64(totalW) / totalH windowRatio := float64(cam.WindowWidth) / float64(cam.WindowHeight) var horizontalBorder, verticalBorder float64 if windowRatio > totalRatio { // window is wider than game => borders left and right horizontalBorder = (windowRatio*totalH - totalW) / 2 } else { // window is higher than game => borders on top and bottom verticalBorder = (totalW/windowRatio - totalH) / 2 } cam.Left = -leftBorder - horizontalBorder cam.Right = gameW + rightBorder + horizontalBorder cam.Top = -topBorder - verticalBorder cam.Bottom = gameH + bottomBorder + verticalBorder gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(cam.Left, cam.Right, cam.Bottom, cam.Top, -1, 1) gl.MatrixMode(gl.MODELVIEW) }
func main() { err := glfw.Init() if err != nil { panic(err) } defer glfw.Terminate() fp, err := os.Open("example.tmx") if err != nil { panic(err) } m, err := tmx.NewMap(fp) if err != nil { panic(err) } var monitor *glfw.Monitor window, err := glfw.CreateWindow(screenWidth, screenHeight, "Map Renderer", monitor, nil) if err != nil { panic(err) } window.MakeContextCurrent() if err := gl.Init(); err != nil { panic(err) } width, height := window.GetFramebufferSize() gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.ClearColor(1.0, 1.0, 1.0, 1.0) gl.Viewport(0, 0, int32(width), int32(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(width), float64(height), 0, -1, 1) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) canvas := newOpenGLCanvas(width, height, float32(width)/float32(screenWidth), float32(height)/float32(screenHeight)) renderer := tmx.NewRenderer(*m, canvas) fps := 0 startTime := time.Now().UnixNano() timer := tmx.CreateTimer() timer.Start() for !window.ShouldClose() { elapsed := float64(timer.GetElapsedTime()) / (1000 * 1000) renderer.Render(int64(math.Ceil(elapsed))) fps++ if time.Now().UnixNano()-startTime > 1000*1000*1000 { log.Println(fps) startTime = time.Now().UnixNano() fps = 0 } window.SwapBuffers() glfw.PollEvents() timer.UpdateTime() } }
func draw() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.LoadIdentity() //Transform screen to keep player in middle. Added intentation to make obvious the push matrix is like a block gl.PushMatrix() // gl.Translatef((1280/2)-float32(player.x), 0, 0.0) // gl.Begin(gl.LINES) // gl.Color3f(.2, .5, .2) // for i := range staticLines { // x := staticLines[i].GetAsSegment().A.X // y := staticLines[i].GetAsSegment().A.Y // gl.Vertex3f(float32(x), float32(y), 0) // x = staticLines[i].GetAsSegment().B.X // y = staticLines[i].GetAsSegment().B.Y // gl.Vertex3f(float32(x), float32(y), 0) // } // gl.End() gl.Color4f(player.color_r, player.color_g, player.color_b, player.color_a) //Draw Player gl.PushMatrix() rot := player.rot pos_x := player.x pos_y := player.y gl.Translatef(pos_x, pos_y, 0.0) gl.Rotatef(float32(rot), 0, 0, 1) drawCircle(float64(BALL_RADIUS), 20) gl.PopMatrix() //Draw the grapple gl.PushMatrix() gl.Translatef(player.hook.x_end, player.hook.y_end, 0.0) drawCircle(float64(5), 5) gl.PopMatrix() //Grapple Line gl.LineWidth(2.5) gl.Color3f(1.0, 0.0, 0.0) gl.Begin(gl.LINES) gl.Vertex3f(player.x, player.y, 0.0) gl.Vertex3f(player.hook.x_end, player.hook.y_end, 0) gl.End() //Second Pop gl.PopMatrix() }
func (c *Camera) Update() { // This has to be called in the GL thread vx := math.Cos(c.alpha)*10 + c.Pos.X vy := math.Sin(c.alpha)*10 + c.Pos.Y vz := math.Sin(c.theta)*10 + c.Pos.Z c.lookAt(vector.V3{vx, vy, vz}) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-c.frustum.nearW, c.frustum.nearW, -c.frustum.nearH, c.frustum.nearH, c.frustum.zNear, c.frustum.zFar) }
func (state *State) Reset(window *glfw.Window) { gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Disable(gl.DEPTH) gl.Enable(gl.FRAMEBUFFER_SRGB) width, height := window.GetSize() gl.Viewport(0, 0, int32(width), int32(height)) gl.Ortho(0, float64(width), float64(height), 0, 30, -30) }
func setupScene() { gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.ClearColor(0.5, 0.5, 0.5, 0.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) ambient := []float32{0.5, 0.5, 0.5, 1} diffuse := []float32{1, 1, 1, 1} lightPosition := []float32{-5, 5, 10, 0} gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &lightPosition[0]) gl.Enable(gl.LIGHT0) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1, 1, -1, 1, 1.0, 10.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() }
func reshape(w int, h int) { /* Because Gil specified "screen coordinates" (presumably with an upper-left origin), this short bit of code sets up the coordinate system to correspond to actual window coodrinates. This code wouldn't be required if you chose a (more typical in 3D) abstract coordinate system. */ gl.Viewport(0, 0, int32(w), int32(h)) /* Establish viewing area to cover entire window. */ gl.MatrixMode(gl.PROJECTION) /* Start modifying the projection matrix. */ gl.LoadIdentity() /* Reset project matrix. */ gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */ gl.Scalef(1, -1, 1) /* Invert Y axis so increasing Y goes down. */ gl.Translatef(0, float32(-h), 0) /* Shift origin up to upper-left corner. */ }
func reshape(window *glfw.Window, w, h int) { gl.ClearColor(1, 1, 1, 1) //fmt.Println(gl.GetString(gl.EXTENSIONS)) gl.Viewport(0, 0, int32(w), int32(h)) /* Establish viewing area to cover entire window. */ gl.MatrixMode(gl.PROJECTION) /* Start modifying the projection matrix. */ gl.LoadIdentity() /* Reset project matrix. */ gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */ gl.Scalef(1, -1, 1) /* Invert Y axis so increasing Y goes down. */ gl.Translatef(0, float32(-h), 0) /* Shift origin up to upper-left corner. */ gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.DEPTH_TEST) width, height = w, h }
// OpenGL draw function func draw() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.LoadIdentity() player := game.Player //Transform screen. gl.PushMatrix() gl.Translatef((1280/2)-float32((player.Body.Position().X)), 0, 0.0) gl.Begin(gl.LINES) gl.Color3f(.2, .5, .2) for _, segment := range game.Level.GetChipmunkSegments() { x := segment.GetAsSegment().A.X y := segment.GetAsSegment().A.Y gl.Vertex3f(float32(x), float32(y), 0) x = segment.GetAsSegment().B.X y = segment.GetAsSegment().B.Y gl.Vertex3f(float32(x), float32(y), 0) } gl.End() gl.Color4f(.9, .1, 1, .9) // draw balls for _, enemy := range game.Enemies { gl.PushMatrix() pos := enemy.Body.Position() rot := enemy.Body.Angle() * game.DegreeConst gl.Translatef(float32(pos.X), float32(pos.Y), 0.0) gl.Rotatef(float32(rot), 0, 0, 1) drawCircle(float64(enemy.Radius), 60) gl.PopMatrix() } gl.Color4f(.3, .3, 1, .8) //Draw Player gl.PushMatrix() pos := player.Body.Position() rot := player.Body.Angle() * game.DegreeConst gl.Translatef(float32(pos.X), float32(pos.Y), 0.0) gl.Rotatef(float32(rot), 0, 0, 1) drawCircle(float64(player.Radius), 60) gl.PopMatrix() gl.PopMatrix() }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LineWidth(1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0, 0, 0.0) //gl.Rotatef(rotationX, 1, 0, 0) //gl.Rotatef(rotationY, 0, 1, 0) //rotationX += 0.5 //rotationY += 0.5 //gl.BindTexture(gl.TEXTURE_2D, texture) }
func drawBox() { gl.LoadIdentity() /*gl.Translatef(50, 100, 0) gl.Color3d(201.0/255, 201.0/255, 201.0/255) gl.Recti(0, 0, 106, 18) if !boxUpdated { gl.Color3d(1, 1, 1) } else { gl.Color3d(0, 1, 0) } gl.Recti(0+1, 0+1, 106-1, 18-1)*/ c := mgl64.Vec3{1, 1, 1} if boxUpdated { c = mgl64.Vec3{42.0 / 255, 154.0 / 255, 254.0 / 255} } drawInnerRoundedBox(mgl64.Vec2{50, 100}, mgl64.Vec2{106, 18}, c.Mul(201.0/255), c) }
func main() { flag.Parse() go func() { http.ListenAndServe("localhost:6060", nil) }() go func() { for { runtime.GC() time.Sleep(1) } }() if err := glfw.Init(); err != nil { log.Fatalln("failed to initialize glfw:", err) } defer glfw.Terminate() glfw.WindowHint(glfw.Resizable, glfw.True) glfw.WindowHint(glfw.Visible, glfw.False) // do not steal focus glfw.WindowHint(glfw.Samples, 4) glfw.WindowHint(glfw.ContextVersionMajor, 2) glfw.WindowHint(glfw.ContextVersionMinor, 1) window, err := glfw.CreateWindow(800, 600, "Spector", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() window.Restore() window.SetPos(32, 64) if err := gl.Init(); err != nil { panic(err) } if err := gl.GetError(); err != 0 { fmt.Println("INIT", err) } startnano := time.Now().UnixNano() DrawList := draw.NewList() for !window.ShouldClose() { start := qpc.Now() if window.GetKey(glfw.KeyEscape) == glfw.Press { return } now := float64(time.Now().UnixNano()-startnano) / 1e9 width, height := window.GetSize() { // reset window gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Viewport(0, 0, int32(width), int32(height)) gl.Ortho(0, float64(width), float64(height), 0, 30, -30) gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) } DrawList.Reset() DrawList.AddRectFill(&draw.Rectangle{ draw.Vector{10, 10}, draw.Vector{50, 50}, }, draw.Red) CircleRadius := float32(50.0 * math.Sin(now*1.3)) DrawList.AddCircle( draw.Vector{100, 100}, CircleRadius, draw.Red) DrawList.AddArc( draw.Vector{200, 100}, CircleRadius/2+50, float32(now), float32(math.Sin(now)*10), draw.ColorHSL(float32(math.Sin(now*0.3)), 0.8, 0.5)) LineWidth := float32(math.Sin(now*2.1)*5 + 5) LineCount := int(width / 8) line := make([]draw.Vector, LineCount) for i := range line { r := float64(i) / float64(LineCount-1) line[i].X = float32(r) * float32(width) line[i].Y = float32(height)*0.5 + float32(math.Sin(r*11.8+now)*100) } DrawList.AddLine(line[:], LineWidth, draw.ColorHSL(float32(math.Sin(now*0.3)), 0.6, 0.6)) CircleCount := int(width / 8) circle := make([]draw.Vector, CircleCount) for i := range circle { p := float64(i) / float64(CircleCount) a := now + p*math.Pi*2 w := math.Sin(p*62)*20.0 + 100.0 circle[i].X = float32(width)*0.5 + float32(math.Cos(a)*w) circle[i].Y = float32(height)*0.5 + float32(math.Sin(a)*w) } // DrawList.PushClip(draw.Rect(0, 0, float32(width)/2, float32(height)/2)) DrawList.AddClosedLine(circle[:], LineWidth, draw.Green) // DrawList.PopClip() render.List(width, height, DrawList) if err := gl.GetError(); err != 0 { fmt.Println(err) } stop := qpc.Now() window.SwapBuffers() runtime.GC() glfw.PollEvents() fmt.Printf("%-10.3f\n", stop.Sub(start).Duration().Seconds()*1000) } }
func main() { if err := glfw.Init(nopContextWatcher{}); err != nil { panic(err) } defer glfw.Terminate() window, err := glfw.CreateWindow(1536, 960, "", nil, nil) if err != nil { panic(err) } globalWindow = window window.MakeContextCurrent() window.SetInputMode(glfw.CursorMode, glfw.CursorHidden) if err := gl.Init(); nil != err { panic(err) } glfw.SwapInterval(1) // Vsync. framebufferSizeCallback := func(w *glfw.Window, framebufferSize0, framebufferSize1 int) { gl.Viewport(0, 0, int32(framebufferSize0), int32(framebufferSize1)) var windowSize [2]int windowSize[0], windowSize[1] = w.GetSize() // Update the projection matrix gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(windowSize[0]), float64(windowSize[1]), 0, -1, 1) gl.MatrixMode(gl.MODELVIEW) } { var framebufferSize [2]int framebufferSize[0], framebufferSize[1] = window.GetFramebufferSize() framebufferSizeCallback(window, framebufferSize[0], framebufferSize[1]) } window.SetFramebufferSizeCallback(framebufferSizeCallback) var inputEventQueue []InputEvent mousePointer = &Pointer{VirtualCategory: POINTING} var lastMousePos mgl64.Vec2 lastMousePos[0], lastMousePos[1] = window.GetCursorPos() MousePos := func(w *glfw.Window, x, y float64) { //fmt.Println("MousePos:", x, y) inputEvent := InputEvent{ Pointer: mousePointer, EventTypes: map[EventType]bool{SLIDER_EVENT: true, AXIS_EVENT: true}, InputId: 0, Buttons: nil, Sliders: []float64{x - lastMousePos[0], y - lastMousePos[1]}, // TODO: Do this in a pointer general way? Axes: []float64{x, y}, } lastMousePos[0] = x lastMousePos[1] = y inputEventQueue = EnqueueInputEvent(inputEvent, inputEventQueue) } window.SetCursorPosCallback(MousePos) MousePos(window, lastMousePos[0], lastMousePos[1]) gl.ClearColor(0.85, 0.85, 0.85, 1) rand.Seed(4) var widget = newMultitouchTestBoxWidget(mgl64.Vec2{600, 300}, rand.Intn(6)) var widget2 = newMultitouchTestBoxWidget(mgl64.Vec2{600 + 210, 300 + 210}, rand.Intn(6)) var widget3 = newMultitouchTestBoxWidget(mgl64.Vec2{600 + 210, 300}, rand.Intn(6)) var widget4 = newMultitouchTestBoxWidget(mgl64.Vec2{600, 300 + 210}, rand.Intn(6)) go func() { <-time.After(5 * time.Second) log.Println("trigger!") widget.color++ // HACK: Racy. glfw.PostEmptyEvent() }() for !window.ShouldClose() { //glfw.PollEvents() glfw.WaitEvents() // Process Input. inputEventQueue = ProcessInputEventQueue(inputEventQueue) gl.Clear(gl.COLOR_BUFFER_BIT) widget.Render() widget2.Render() widget3.Render() widget4.Render() mousePointer.Render() window.SwapBuffers() log.Println("swapped buffers") runtime.Gosched() } }
func modelViewMode() { gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() }
func main() { if err := glfw.Init(nopContextWatcher{}); err != nil { panic(err) } defer glfw.Terminate() glfw.WindowHint(glfw.Samples, 8) // Anti-aliasing. window, err := glfw.CreateWindow(400, 400, "", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() if err := gl.Init(); err != nil { panic(err) } glfw.SwapInterval(1) // Vsync. InitFont() defer DeinitFont() framebufferSizeCallback := func(w *glfw.Window, framebufferSize0, framebufferSize1 int) { gl.Viewport(0, 0, int32(framebufferSize0), int32(framebufferSize1)) var windowSize [2]int windowSize[0], windowSize[1] = w.GetSize() // Update the projection matrix. gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(windowSize[0]), float64(windowSize[1]), 0, -1, 1) gl.MatrixMode(gl.MODELVIEW) } { var framebufferSize [2]int framebufferSize[0], framebufferSize[1] = window.GetFramebufferSize() framebufferSizeCallback(window, framebufferSize[0], framebufferSize[1]) } window.SetFramebufferSizeCallback(framebufferSizeCallback) var inputEventQueue []events.InputEvent mousePointer = &events.Pointer{VirtualCategory: events.POINTING} window.SetMouseMovementCallback(func(w *glfw.Window, xpos, ypos, xdelta, ydelta float64) { inputEvent := events.InputEvent{ Pointer: mousePointer, EventTypes: map[events.EventType]struct{}{events.SLIDER_EVENT: {}}, InputId: 0, Buttons: nil, Sliders: []float64{xdelta, ydelta}, } if w.GetInputMode(glfw.CursorMode) != glfw.CursorDisabled { inputEvent.EventTypes[events.AXIS_EVENT] = struct{}{} inputEvent.Axes = []float64{xpos, ypos} } inputEventQueue = events.EnqueueInputEvent(inputEventQueue, inputEvent) }) window.SetMouseButtonCallback(func(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) { inputEvent := events.InputEvent{ Pointer: mousePointer, EventTypes: map[events.EventType]struct{}{events.BUTTON_EVENT: {}}, InputId: uint16(button), Buttons: []bool{action != glfw.Release}, Sliders: nil, Axes: nil, ModifierKey: uint8(mods), } inputEventQueue = events.EnqueueInputEvent(inputEventQueue, inputEvent) }) go func() { <-time.After(5 * time.Second) log.Println("trigger!") boxUpdated = true glfw.PostEmptyEvent() }() gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // For font. gl.ClearColor(247.0/255, 247.0/255, 247.0/255, 1) var spinner int var widgets []events.Widgeter widgets = append(widgets, NewButtonWidget(mgl64.Vec2{50, 200}, func() { fmt.Println("button triggered") })) for !window.ShouldClose() && glfw.Press != window.GetKey(glfw.KeyEscape) { glfw.WaitEvents() // Process Input. inputEventQueue = events.ProcessInputEventQueue(inputEventQueue, widgets[0]) gl.Clear(gl.COLOR_BUFFER_BIT) gl.LoadIdentity() for _, widget := range widgets { widget.Render() } drawSpinner(spinner) spinner++ drawBox() gl.Color3d(1, 0, 0) NewOpenGlStream(mgl64.Vec2{50, 300}).PrintText(` !"#$%&'()*+,-./ 0123456789:;<=>? @ABCDEFGHIJKLMNO PQRSTUVWXYZ[\]^_ ` + "`" + `abcdefghijklmno pqrstuvwxyz{|}~`) window.SwapBuffers() log.Println("swapped buffers") //runtime.Gosched() } }
func main() { runtime.LockOSThread() if err := glfw.Init(); err != nil { panic(err) } defer glfw.Terminate() window, err := glfw.CreateWindow(800, 600, "fontstash example", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() glfw.SwapInterval(1) gl.Init() stash := fontstash.New(512, 512) clearSansRegular, err := stash.AddFont(filepath.Join("..", "ClearSans-Regular.ttf")) if err != nil { panic(err) } clearSansItalic, err := stash.AddFont(filepath.Join("..", "ClearSans-Italic.ttf")) if err != nil { panic(err) } clearSansBold, err := stash.AddFont(filepath.Join("..", "ClearSans-Bold.ttf")) if err != nil { panic(err) } droidJapanese, err := stash.AddFont(filepath.Join("..", "DroidSansJapanese.ttf")) if err != nil { panic(err) } gl.ClearColor(0.3, 0.3, 0.32, 1.) for !window.ShouldClose() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 800, 0, 600, -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Disable(gl.DEPTH_TEST) gl.Color4ub(255, 255, 255, 255) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.TEXTURE_2D) gl.Begin(gl.QUADS) gl.Vertex2i(0, -5) gl.Vertex2i(5, -5) gl.Vertex2i(5, -11) gl.Vertex2i(0, -11) gl.End() sx := float64(100) sy := float64(250) stash.BeginDraw() dx := sx dy := sy dx = stash.DrawText(clearSansRegular, 24, dx, dy, "The quick ", [4]float32{0, 0, 0, 1}) dx = stash.DrawText(clearSansItalic, 48, dx, dy, "brown ", [4]float32{1, 1, 0.5, 1}) dx = stash.DrawText(clearSansRegular, 24, dx, dy, "fox ", [4]float32{0, 1, 0.5, 1}) _, _, lh := stash.VMetrics(clearSansItalic, 24) dx = sx dy -= lh * 1.2 dx = stash.DrawText(clearSansItalic, 24, dx, dy, "jumps over ", [4]float32{0, 1, 1, 1}) dx = stash.DrawText(clearSansBold, 24, dx, dy, "the lazy ", [4]float32{1, 0, 1, 1}) dx = stash.DrawText(clearSansRegular, 24, dx, dy, "dog.", [4]float32{0, 1, 0, 1}) dx = sx dy -= lh * 1.2 dx = stash.DrawText(clearSansRegular, 12, dx, dy, "Now is the time for all good men to come to the aid of the party.", [4]float32{0, 0, 1, 1}) _, _, lh = stash.VMetrics(clearSansItalic, 12) dx = sx dy -= lh * 1.2 * 2 dx = stash.DrawText(clearSansItalic, 18, dx, dy, "Ég get etið gler án þess að meiða mig.", [4]float32{1, 0, 0, 1}) _, _, lh = stash.VMetrics(clearSansItalic, 18) dx = sx dy -= lh * 1.2 stash.DrawText(droidJapanese, 18, dx, dy, "どこかに置き忘れた、サングラスと打ち明け話。", [4]float32{1, 1, 1, 1}) stash.EndDraw() gl.Enable(gl.DEPTH_TEST) window.SwapBuffers() glfw.PollEvents() } }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0, 0, -3.0) gl.Rotatef(rotationX, 1, 0, 0) gl.Rotatef(rotationY, 0, 1, 0) rotationX += 0.5 rotationY += 0.5 gl.BindTexture(gl.TEXTURE_2D, texture) gl.Color4f(1, 1, 1, 1) gl.Begin(gl.QUADS) gl.Normal3f(0, 0, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, 1) gl.Normal3f(0, 0, -1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, -1) gl.Normal3f(0, 1, 0) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, 1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) gl.Normal3f(0, -1, 0) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, -1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) gl.Normal3f(1, 0, 0) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, -1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) gl.Normal3f(-1, 0, 0) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, 1) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.End() }
func projectionMode() { gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() }
func main() { if err := glfw.Init(); err != nil { fmt.Println("glfw.Init():", err) return } defer glfw.Terminate() glfw.WindowHint(glfw.Decorated, glfw.True) glfw.WindowHint(glfw.ContextVersionMajor, 1) glfw.WindowHint(glfw.ContextVersionMinor, 0) glfw.WindowHint(glfw.Resizable, glfw.True) window, err := glfw.CreateWindow(10, 10, "Settlers", nil, nil) if err != nil { fmt.Println("glfw.CreateWindow():", err) return } window.MakeContextCurrent() if err := gl.Init(); err != nil { fmt.Println("gl.Init():", err) return } stash := fontstash.New(512, 512) fontID, err := stash.AddFont(resourcePath("MorrisRoman-Black.ttf")) if err != nil { fmt.Println(err) return } stash.SetYInverted(true) font := &font{stash, fontID, 35} gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() rand.Seed(time.Now().UnixNano()) g := game.New([]game.Color{game.Red, game.White, game.Blue}, rand.Int()) var lines []string window.SetCharCallback(func(_ *glfw.Window, r rune) { if len(lines) == 0 { lines = []string{""} } lines[len(lines)-1] += string(r) }) window.SetCharModsCallback(func(_ *glfw.Window, r rune, _ glfw.ModifierKey) { }) window.SetKeyCallback(func(_ *glfw.Window, key glfw.Key, _ int, action glfw.Action, _ glfw.ModifierKey) { if action == glfw.Release { return } if key == glfw.KeyEscape { window.SetShouldClose(true) } if key == glfw.Key1 { g.CurrentPlayer = 0 } if key == glfw.Key2 { g.CurrentPlayer = 1 } if key == glfw.Key3 { g.CurrentPlayer = 2 } if key == glfw.Key4 { g.CurrentPlayer = 3 } if key == glfw.KeyR { state = buildingRoad } if key == glfw.KeyS { state = buildingSettlement } if key == glfw.KeyKP2 { g.DealResources(2) } if key == glfw.KeyKP3 { g.DealResources(3) } if key == glfw.KeyKP4 { g.DealResources(4) } if key == glfw.KeyKP5 { g.DealResources(5) } if key == glfw.KeyKP6 { g.DealResources(6) } if key == glfw.KeyKP8 { g.DealResources(8) } if key == glfw.KeyKP9 { g.DealResources(9) } if key == glfw.KeyKP0 { g.DealResources(10) } if key == glfw.KeyKP1 { g.DealResources(11) } if key == glfw.KeyKP7 { g.DealResources(12) } if len(lines) > 0 && key == glfw.KeyBackspace && (action == glfw.Press || action == glfw.Repeat) { if len(lines[len(lines)-1]) == 0 { lines = lines[:len(lines)-1] } else { lines[len(lines)-1] = removeLastRune(lines[len(lines)-1]) } } if (action == glfw.Press || action == glfw.Repeat) && (key == glfw.KeyEnter || key == glfw.KeyKPEnter) { lines = append(lines, "") } }) window.SetInputMode(glfw.CursorMode, glfw.CursorHidden) window.SetInputMode(glfw.CursorMode, glfw.CursorNormal) window.SetSizeCallback(func(_ *glfw.Window, w, h int) { windowW, windowH = w, h cam.WindowWidth, cam.WindowHeight = w, h gl.Viewport(0, 0, int32(w), int32(h)) }) if err := loadImages(); err != nil { fmt.Println(err) return } var background image.Image var backImg *glImage go func() { gameW, gameH := 7*200, 7*tileYOffset+tileSlopeHeight back := image.NewRGBA(image.Rect(0, 0, gameW, gameH)) clearToTransparent(back) drawGameBackgroundIntoImage(back, g) background = back }() gameColorToString := func(c game.Color) string { switch c { case game.Red: return "red" case game.Orange: return "orange" case game.Blue: return "blue" default: return "white" } } roadImage := func(pos game.TileEdge, c game.Color) *glImage { color := gameColorToString(c) dir := "up" if isEdgeVertical(pos) { dir = "vertical" } if isEdgeGoingDown(pos) { dir = "down" } return glImages["road_"+color+"_"+dir] } settlementImage := func(c game.Color) *glImage { return glImages["settlement_"+gameColorToString(c)] } cityImage := func(c game.Color) *glImage { return glImages["city_"+gameColorToString(c)] } // TODO this is for showing the road/settlement being built currently var movingSettlementCorner game.TileCorner var movingSettlementVisible bool var movingRoadEdge game.TileEdge var movingRoadVisible bool window.SetCursorPosCallback(func(_ *glfw.Window, x, y float64) { mouseX, mouseY = x, y gameX, gameY := cam.screenToGame(x, y) movingSettlementCorner, movingSettlementVisible = screenToCorner(gameX, gameY) movingRoadEdge, movingRoadVisible = screenToEdge(gameX, gameY) }) window.SetCursorEnterCallback(func(_ *glfw.Window, entered bool) { mouseIn = entered if entered == false { movingSettlementVisible = false movingRoadVisible = true } }) ////////////////////////////////////////////////////////////////// drawGame := func() { if backImg == nil && background != nil { backImg, _ = NewGLImageFromImage(background) } if backImg != nil { backImg.DrawAtXY(0, 0) for _, p := range g.GetPlayers() { for _, r := range p.GetBuiltRoads() { x, y := edgeToScreen(r.Position) img := roadImage(r.Position, p.Color) img.DrawAtXY(x-img.Width/2, y-img.Height/2) } for _, s := range p.GetBuiltSettlements() { x, y := cornerToScreen(s.Position) img := settlementImage(p.Color) img.DrawAtXY(x-img.Width/2, y-(5*img.Height/8)) } for _, c := range p.GetBuiltCities() { x, y := cornerToScreen(c.Position) img := cityImage(p.Color) img.DrawAtXY(x-img.Width/2, y-(5*img.Height/8)) } } if state == buildingSettlement && movingSettlementVisible && mouseIn { color := [4]float32{1, 1, 1, 1} x, y := cornerToScreen(movingSettlementCorner) if !movingSettlementVisible || !g.CanBuildSettlementAt(movingSettlementCorner) { color = [4]float32{0.7, 0.7, 0.7, 0.7} x, y = cam.screenToGame(mouseX, mouseY) } img := settlementImage(g.GetCurrentPlayer().Color) // TODO duplicate code: img.DrawColoredAtXY(x-img.Width/2, y-(5*img.Height/8), color) } if state == buildingRoad && movingRoadVisible && mouseIn { color := [4]float32{1, 1, 1, 1} x, y := edgeToScreen(movingRoadEdge) if !(!movingRoadVisible || !g.CanBuildRoadAt(movingRoadEdge)) { img := roadImage(movingRoadEdge, g.GetCurrentPlayer().Color) // TODO duplicate code: img.DrawColoredAtXY(x-img.Width/2, y-(5*img.Height/8), color) } } x, y, w, h := tileToScreen(g.Robber.Position) robber := glImages["robber"] robber.DrawAtXY(x+(w-robber.Width)/2, y+(h-robber.Height)/2) } } buildMenu := &menu{color{0.5, 0.4, 0.8, 0.9}, rect{0, 500, 800, 250}} showCursor := 0 start := time.Now() frames := 0 window.SetSize(windowW, windowH) for !window.ShouldClose() { glfw.PollEvents() gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() const controlsHeight = 0 // TODO reserve are for stats and menus gameW, gameH := 7.0*200, 7.0*tileYOffset+tileSlopeHeight+controlsHeight gameRatio := gameW / gameH windowRatio := float64(windowW) / float64(windowH) var left, right, bottom, top float64 if windowRatio > gameRatio { // window is wider than game => borders left and right border := (windowRatio*gameH - gameW) / 2 left, right = -border, border+gameW bottom, top = gameH, 0 } else { // window is higher than game => borders on top and bottom border := (gameW/windowRatio - gameH) / 2 left, right = 0, gameW bottom, top = gameH+border, -border } gl.Ortho(left, right, bottom, top, -1, 1) cam.Left, cam.Right, cam.Bottom, cam.Top = left, right, bottom, top gl.ClearColor(0, 0, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) drawGame() lines = make([]string, g.PlayerCount*6) for i, player := range g.GetPlayers() { lines[i*6+0] = fmt.Sprintf("player %v has %v ore", i+1, player.Resources[game.Ore]) lines[i*6+1] = fmt.Sprintf("player %v has %v grain", i+1, player.Resources[game.Grain]) lines[i*6+2] = fmt.Sprintf("player %v has %v lumber", i+1, player.Resources[game.Lumber]) lines[i*6+3] = fmt.Sprintf("player %v has %v wool", i+1, player.Resources[game.Wool]) lines[i*6+4] = fmt.Sprintf("player %v has %v brick", i+1, player.Resources[game.Brick]) } if len(lines) > 0 { stash.BeginDraw() const fontSize = 35 const cursorText = "" //"_" cursor := "" if showCursor > 60 { cursor = cursorText } for i, line := range lines { output := line if i == len(lines)-1 { output += cursor } font.Write(output, 0, float64(i+1)*fontSize) } if len(lines) == 0 { font.Write(cursor, 0, fontSize) } stash.EndDraw() } buildMenu.draw() window.SwapBuffers() showCursor = (showCursor + 1) % 120 frames++ if time.Now().Sub(start).Seconds() >= 1.0 { fmt.Println(frames, "fps") frames = 0 start = time.Now() } } }